mirror of
https://github.com/PolarisSS13/Polaris.git
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Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery. Research moved into Modules. Virus2 moved into WIP - is anyone even working on this, it looks almost done? Computer2,optics,pda2,experimental moved unto unused. WIP Chemistry things moved into Chemical Module Cameras.dm moved into weapons GameKit.dm moved into unused BrokenInHands.dm moved into unused Removed Grillify.dm Moved all of the files listed as unused in the mining module to unused Removed several empty folders in modules Moved cloning.dm into machinery Moved NewBan.dm into admin Changed humanoid aliens new_life.dm into life.dm Moved beast mob into unused Moved hivebot into unused Moved carpedexplosion.dm into unused Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything. Removed mastercontroler2.dm Moved savefile.dm from human to new_player Bugfix People spawning on the starting screen on rev/cult should be fixed. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
338 lines
7.8 KiB
Plaintext
338 lines
7.8 KiB
Plaintext
/**********************Rail track**************************/
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/obj/machinery/rail_track
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name = "Rail track"
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icon = 'Mining.dmi'
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icon_state = "rail"
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dir = 2
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var/id = null //this is needed for switches to work Set to the same on the whole length of the track
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anchored = 1
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/**********************Rail intersection**************************/
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/obj/machinery/rail_track/intersections
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name = "Rail track intersection"
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icon_state = "rail_intersection"
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/obj/machinery/rail_track/intersections/attack_hand(user as mob)
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switch (dir)
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if (1) dir = 5
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if (5) dir = 4
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if (4) dir = 9
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if (9) dir = 2
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if (2) dir = 10
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if (10) dir = 8
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if (8) dir = 6
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if (6) dir = 1
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return
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/obj/machinery/rail_track/intersections/NSE
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name = "Rail track T intersection"
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icon_state = "rail_intersection_NSE"
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dir = 2
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/obj/machinery/rail_track/intersections/NSE/attack_hand(user as mob)
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switch (dir)
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if (1) dir = 5
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if (2) dir = 5
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if (5) dir = 9
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if (9) dir = 2
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return
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/obj/machinery/rail_track/intersections/SEW
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name = "Rail track T intersection"
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icon_state = "rail_intersection_SEW"
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dir = 8
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/obj/machinery/rail_track/intersections/SEW/attack_hand(user as mob)
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switch (dir)
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if (8) dir = 6
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if (4) dir = 6
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if (6) dir = 5
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if (5) dir = 8
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return
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/obj/machinery/rail_track/intersections/NSW
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name = "Rail track T intersection"
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icon_state = "rail_intersection_NSW"
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dir = 2
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/obj/machinery/rail_track/intersections/NSW/attack_hand(user as mob)
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switch (dir)
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if (1) dir = 10
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if (2) dir = 10
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if (10) dir = 6
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if (6) dir = 2
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return
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/obj/machinery/rail_track/intersections/NEW
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name = "Rail track T intersection"
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icon_state = "rail_intersection_NEW"
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dir = 8
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/obj/machinery/rail_track/intersections/NEW/attack_hand(user as mob)
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switch (dir)
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if (4) dir = 9
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if (8) dir = 9
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if (9) dir = 10
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if (10) dir = 8
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return
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/**********************Rail switch**************************/
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/obj/machinery/rail_switch
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name = "Rail switch"
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icon = 'Mining.dmi'
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icon_state = "rail"
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dir = 2
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icon = 'recycling.dmi'
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icon_state = "switch-off"
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var/obj/machinery/rail_track/track = null
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var/id //used for to change the track pieces
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/obj/machinery/rail_switch/New()
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spawn(10)
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src.track = locate(/obj/machinery/rail_track, get_step(src, NORTH))
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if(track)
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id = track.id
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return
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/obj/machinery/rail_switch/attack_hand(user as mob)
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user << "You switch the rail track's direction"
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for (var/obj/machinery/rail_track/T in world)
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if (T.id == src.id)
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var/obj/machinery/rail_car/C = locate(/obj/machinery/rail_car, T.loc)
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if (C)
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switch (T.dir)
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if(1)
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switch(C.direction)
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if("N") C.direction = "S"
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if("S") C.direction = "N"
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if("E") C.direction = "S"
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if("W") C.direction = "S"
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if(2)
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switch(C.direction)
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if("N") C.direction = "S"
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if("S") C.direction = "N"
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if("E") C.direction = "S"
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if("W") C.direction = "S"
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if(4)
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switch(C.direction)
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if("N") C.direction = "E"
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if("S") C.direction = "E"
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if("E") C.direction = "W"
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if("W") C.direction = "E"
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if(8)
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switch(C.direction)
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if("N") C.direction = "E"
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if("S") C.direction = "E"
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if("E") C.direction = "W"
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if("W") C.direction = "E"
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if(5)
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switch(C.direction)
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if("N") C.direction = "S"
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if("S") C.direction = "E"
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if("E") C.direction = "S"
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if("W") C.direction = "S"
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if(6)
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switch(C.direction)
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if("N") C.direction = "S"
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if("S") C.direction = "W"
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if("E") C.direction = "S"
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if("W") C.direction = "S"
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if(9)
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switch(C.direction)
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if("N") C.direction = "E"
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if("S") C.direction = "E"
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if("E") C.direction = "N"
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if("W") C.direction = "E"
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if(10)
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switch(C.direction)
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if("N") C.direction = "W"
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if("S") C.direction = "W"
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if("E") C.direction = "W"
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if("W") C.direction = "N"
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return
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/**********************Rail car**************************/
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/obj/machinery/rail_car
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name = "Rail car"
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icon = 'Storage.dmi'
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icon_state = "miningcar"
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var/direction = "S" //S = south, N = north, E = east, W = west. Determines whichw ay it'll look first
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var/moving = 0;
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anchored = 1
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density = 1
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var/speed = 0
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var/slowing = 0
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var/atom/movable/load = null //what it's carrying
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/obj/machinery/rail_car/attack_hand(user as mob)
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if (moving == 0)
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processing_items.Add(src)
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moving = 1
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else
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processing_items.Remove(src)
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moving = 0
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return
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/*
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for (var/client/C)
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C << "Dela."
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*/
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/obj/machinery/rail_car/MouseDrop_T(var/atom/movable/C, mob/user)
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if(user.stat)
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return
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if (!istype(C) || C.anchored || get_dist(user, src) > 1 || get_dist(src,C) > 1 )
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return
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if(ismob(C))
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load(C)
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/obj/machinery/rail_car/proc/load(var/atom/movable/C)
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if(get_dist(C, src) > 1)
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return
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//mode = 1
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C.loc = src.loc
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sleep(2)
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C.loc = src
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load = C
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C.pixel_y += 9
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if(C.layer < layer)
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C.layer = layer + 0.1
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overlays += C
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if(ismob(C))
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var/mob/M = C
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if(M.client)
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M.client.perspective = EYE_PERSPECTIVE
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M.client.eye = src
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//mode = 0
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//send_status()
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/obj/machinery/rail_car/proc/unload(var/dirn = 0)
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if(!load)
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return
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overlays = null
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load.loc = src.loc
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load.pixel_y -= 9
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load.layer = initial(load.layer)
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if(ismob(load))
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var/mob/M = load
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if(M.client)
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M.client.perspective = MOB_PERSPECTIVE
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M.client.eye = src
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if(dirn)
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step(load, dirn)
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load = null
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// in case non-load items end up in contents, dump every else too
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// this seems to happen sometimes due to race conditions
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// with items dropping as mobs are loaded
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for(var/atom/movable/AM in src)
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AM.loc = src.loc
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AM.layer = initial(AM.layer)
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AM.pixel_y = initial(AM.pixel_y)
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if(ismob(AM))
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var/mob/M = AM
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if(M.client)
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M.client.perspective = MOB_PERSPECTIVE
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M.client.eye = src
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/obj/machinery/rail_car/relaymove(var/mob/user)
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if(user.stat)
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return
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if(load == user)
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unload(0)
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return
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/obj/machinery/rail_car/process()
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if (moving == 1)
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if (slowing == 1)
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if (speed > 0)
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speed--;
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if (speed == 0)
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slowing = 0
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else
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if (speed < 10)
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speed++;
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var/i = 0
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for (i = 0; i < speed; i++)
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if (moving == 1)
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switch (direction)
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if ("S")
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for (var/obj/machinery/rail_track/R in locate(src.x,src.y-1,src.z))
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if (R.dir == 10)
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direction = "W"
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if (R.dir == 9)
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direction = "E"
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if (R.dir == 2 || R.dir == 1 || R.dir == 10 || R.dir == 9)
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for (var/mob/living/M in locate(src.x,src.y-1,src.z))
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step(M,get_dir(src,R))
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step(src,get_dir(src,R))
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break
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else
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moving = 0
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speed = 0
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if ("N")
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for (var/obj/machinery/rail_track/R in locate(src.x,src.y+1,src.z))
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if (R.dir == 5)
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direction = "E"
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if (R.dir == 6)
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direction = "W"
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if (R.dir == 5 || R.dir == 1 || R.dir == 6 || R.dir == 2)
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for (var/mob/living/M in locate(src.x,src.y+1,src.z))
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step(M,get_dir(src,R))
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step(src,get_dir(src,R))
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break
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else
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moving = 0
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speed = 0
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if ("E")
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for (var/obj/machinery/rail_track/R in locate(src.x+1,src.y,src.z))
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if (R.dir == 6)
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direction = "S"
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if (R.dir == 10)
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direction = "N"
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if (R.dir == 4 || R.dir == 8 || R.dir == 10 || R.dir == 6)
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for (var/mob/living/M in locate(src.x+1,src.y,src.z))
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step(M,get_dir(src,R))
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step(src,get_dir(src,R))
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break
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else
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moving = 0
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speed = 0
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if ("W")
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for (var/obj/machinery/rail_track/R in locate(src.x-1,src.y,src.z))
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if (R.dir == 9)
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direction = "N"
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if (R.dir == 5)
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direction = "S"
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if (R.dir == 8 || R.dir == 9 || R.dir == 5 || R.dir == 4)
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for (var/mob/living/M in locate(src.x-1,src.y,src.z))
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step(M,get_dir(src,R))
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step(src,get_dir(src,R))
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break
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else
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moving = 0
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speed = 0
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sleep(1)
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else
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processing_items.Remove(src)
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moving = 0
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return |